Enter the bit wars: A study of video game marketing and platform crafting in the wake of the TurboGrafx-16 launch
@article{Therrien2016EnterTB, title={Enter the bit wars: A study of video game marketing and platform crafting in the wake of the TurboGrafx-16 launch}, author={Carl Therrien and Martin Picard}, journal={New Media \& Society}, year={2016}, volume={18}, pages={2323 - 2339} }
NEC’s TurboGrafx-16 console, as its very name suggests, was caught in the middle of loaded discourses about technology. In this article, we seek to reflect on the initial encounter between the player and any given platform, the one that occurs through a marketed image. The authors of Digital Play insisted already in 2003 that it is essential to study the interactions between technology and marketing practices to better understand the video game experience. More recently, James Newman has…
10 Citations
Format(ive) Wars: Formation of the British Videogames Industry in the 1980s
- Art
- 2016
Format’, ‘platform’ or ‘console’ wars are a defining characteristic of the development of a discourse of generational linear-chronology among videogame technologies. The UK is typified as the…
Minor Platforms in Videogame History
- Sociology
- 2019
Videogame history is not just a history of one successful technology replacing the next. It is also a history of platforms and communities that never quite made it; that struggled to make their…
A future for game histories?
- Sociology
- 2016
Abstract Recent years have seen an efflorescence of writing and curatorial work focused upon the past of video games. However, this work has tended to concentrate on particular forms of analysis, and…
“Emergent countries play, too!”: The Zeebo console as a (par� al) decolonial project
- Art
- 2021
The present paper discusses questions related to the histories of videogames, more specifi cally about how we approach videogames in Global South. By using Zeebo , a Brazilian console produced in the…
Controllers and the Magic Kingdom
- HistoryKingdom Hearts Special
- 2022
Who controls the Kingdom Hearts franchise? This article examines this question using a mixed industrial and promotional approach to seek moments of revelation about the creation and status of the…
Controllers and the Magic Kingdom Corporate Partnership, Synergy and the Limits of Cross-Promotion in Disney and Square Enix’s Kingdom Hearts III (2019)
- Business
- 2022
Who controls the Kingdom Hearts franchise? This article examines this question using a mixed industrial and promotional approach to seek moments of revelation about the creation and status of the…
Literacy: Articulations of Unity Across Development, Education, and Enthusiast Contexts
- EducationThe Unity Game Engine and the Circuits of Cultural Software
- 2019
This chapter considers the different ways that audiences invest meanings in a cultural software. Inherent in any of these understandings of the role and mediations of a cultural software are…
Technologie et design de jeu
- Art
- 2015
La technologie est au cœur du discours sur l’evolution des jeux ; des jeux video, en premier lieu, mais egalement de nombreux sports. Les etudes du jeu actuelles ne rendent pourtant pas bien compte…
Game User Preference Data Analysis and Market Guidance Based on Dynamic Attention GRU
- Business, Computer Science
- 2021
A mining model based on recurrent neural network, which is named as Dynamic Attention GRU (DAGRU) with multiple dynamic attention mechanisms, and evaluates it on two self-built data sets of user behavior samples demonstrates that the mining method can effectively analyze and predict the player behavior goals.
References
SHOWING 1-10 OF 43 REFERENCES
The video game explosion : a history from PONG to PlayStation and beyond
- Art
- 2008
The Video Game Explosion: A History from PONG to PlayStation and Beyond traces the growth of a global phenomenon that has become an integral part of popular culture today. All aspects of video games…
Best Before: Videogames, Supersession and Obsolescence
- Art
- 2012
Despite record sales and an ever-growing global industry, the simple fact is that videogames are disappearing. Most obviously, the physical deterioration of discs, cartridges, consoles and…
Great Northern Machine Wars: Rivalry Between User Groups in Finland
- HistoryIEEE Annals of the History of Computing
- 2014
This article approaches the topic from a Finnish hobbyist perspective through three case studies, ranging from the emergence of affordable home computers and video game consoles in the early 1980s to modern-day wars, suggesting the essence of the computer wars has remained largely unchanged.
From Sun Tzu to Xbox: War and Video Games
- Art
- 2006
Part of an industry that now earns more yearly than the Hollywood box office, video games have entered the forefront of the militarization of popular culture. How did this once-innocent pastime…
The Future Was Here: The Commodore Amiga
- Art
- 2012
Long ago, in 1985, personal computers came in two general categories: the friendly, childish game machine used for fun (exemplified by Atari and Commodore products); and the boring, beige adult box…
Console Wars: Sega, Nintendo, and the Battle that Defined a Generation
- Art
- 2014
Ben Mezrich Ben Mezrich, bestselling author of Bringing Down the House and Straight Flush, Reviews Console Wars OK, full disclosure: I spent most of my twenties obsessed with GoldenEye on the…
Racing the Beam: The Atari Video Computer System
- Art
- 2009
The Atari Video Computer System dominated the home video game market so completely that "Atari" became the generic term for a video game console. The Atari VCS was affordable and offered the…
Expressive Processing: Digital Fictions, Computer Games, and Software Studies
- Art
- 2009
Noah Wardrip-Fruin argues that understanding what goes on beneath the surface, the computational processes that make digital media function, is essential and suggests that it is the authors and artists with knowledge of these processes who will use the expressive potential of computation to define the future of fiction and games.
The language of new media
- Art
- 2001
"In this book Lev Manovich offers the first systematic and rigorous theory of new media. He places new media within the histories of visual and media cultures of the last few centuries. He discusses…
Gran Stylissimo: The Audiovisual Elements and Styles in Computer and Video Games
- ArtCGDC Conf.
- 2002
The concept of audiovisual style is introduced to grasp variations of computer and video games, and categorize existing games into three styles called photorealism, caricaturism, and abstractionism.